Storm Spirit
Spell Point Limit: 120
Health: 32
Armor: 0
Channeling: 9
Creature: Nature Spirit
Training: Trained in any
Hydro,
Wind,
Lightning,
Weather, or
non-Poison Cloud sub-type cards, and level 2 Enchantments and
Plants in Nature.
Abilities:
One With Nature: Pay X mana and bind 1 Spell that Storm Spirit is trained in to her as a Full Action. It gains Dissipate X/2, and she gains all Traits and Attacks that Spell has until it is destroyed. X is the total cost of the Spell. Spells bound by this effect are treated as Enchantments.
((To clarify something, as I wasn't sure on the wording, "non-Poison Cloud" means Cloud sub-types, but the ones with Poison don't count. Just felt like I should clarify that. And yes, Dissipate X/2 means half of X, rounded to the nearest whole number.))
The Perfect Storm: Storm Spirit starts with 5 Storm Counters on her. When she plays an Attack or Incantation Spell that she is Trained in, she can pay Mana equal to it's Level +2 and place a Storm Counter on it. That Spell is attached to a target non-Plant Conjuration you are Trained in within 2 Zones instead of playing it's effect, and that Conjuration becomes a Creature as well, and can Act using any Attacks or Incantations attached to it (it may not act this turn). Each Storm Counter counts as a Growth Counter on the attached Conjuration. Storm Counters return to the Storm Spirit when the card they are on is destroyed and can be used again.
Basic Melee Attack ;; Quick ;; Melee ;; 0-0 ;; 3 damage
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Here is a list of every card this Mage is trained in. Note that it is NOT a complete spellbook, nor is it meant to be one.
A Mage Wars Spellbook, built using the OCTGN SBB 8/8/2016 11:33 AM
Spellbook points: 156 used of 156 allowed
Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost
--- Hydro ---
1 - Surging Wave - 1 - 2 - 2
1 - Geyser - 1 - 2 - 2
--- Wind ---
1 - Windstorm - 1 - 2 - 2
1 - Sandstorm - 2 - 4 - 4
1 - Jet Stream - 1 - 2 - 2
1 - Whirling Spirit - 4 - 8 - 8
--- Lightning ---
1 - Arc Lightning - 1 - 2 - 2
1 - Shock - 1 - 2 - 2
1 - Forked Lightning - 2 - 4 - 4
1 - Lightning Jolt - 1 - 2 - 2
1 - Piercing Thunderstrike - 2 - 4 - 4
1 - Lightning Raptor - 2 - 4 - 4
1 - Chain Lightning - 3 - 6 - 6
1 - Electrify - 2 - 4 - 4
1 - Lightning Bolt - 2 - 4 - 4
1 - Thunderbolt - 3 - 6 - 6
1 - Circle of Lightning - 2 - 4 - 4
--- Weather ---
1 - Raincloud - 1 - 4 - 4
1 - Renewing Rain - 1 - 4 - 4
--- Cloud ---
1 - Fog Bank - 1 - 2 - 2
1 - Rolling Fog - 2 - 4 - 4
--- Nature levels 1 and 2 of Plants and Enchantments ---
1 - Tangleroot - 1 - 2 - 2
1 - Mana Flower - 1 - 2 - 2
1 - Tanglevine - 1 - 2 - 2
1 - Wall of Thorns - 1 - 2 - 2
1 - Tanglevine - 1 - 2 - 2
1 - Bloodspine Wall - 1 - 2 - 2
1 - Mohktari, Great Tree of Life - 2 - 4 - 4
1 - Corrosive Orchid - 2 - 4 - 4
1 - Etherian Lifetree - 2 - 4 - 4
1 - Stranglevine - 2 - 4 - 4
1 - Vine Snapper - 2 - 4 - 4
1 - Thornlasher - 2 - 4 - 4
1 - Falcon Precision - 1 - 2 - 2
1 - Bear Strength - 1 - 2 - 2
1 - Lion Savagery - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
1 - Badger Frenzy - 1 - 2 - 2
1 - Gator Toughness - 1 - 2 - 2
1 - Iguana Regrowth - 1 - 2 - 2
1 - Panther Stealth - 1 - 2 - 2
1 - Wolf Fury - 1 - 2 - 2
1 - Bear Strength - 1 - 2 - 2
1 - Bull Endurance - 1 - 2 - 2
1 - Cheetah Speed - 1 - 2 - 2
1 - Hawkeye - 1 - 2 - 2
1 - Mongoose Agility - 1 - 2 - 2
1 - Regrowth - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
1 - Lion Savagery - 1 - 2 - 2
1 - Cobra Reflexes - 2 - 4 - 4
1 - Eagle Wings - 2 - 4 - 4
That all said, here's some of the original cards that might be in the set.
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Tornado ;; Cost: 2/3X ;; Air 4 ;; Wind ;; Enchantment ;; Full ;; 0-3 ;; Target: Zone
Storm Spirit only, Epic, Dissipate X
Whirling Wind ;; Ranged ;; Zone Attack ;; [Wind];; Dice=X+1 ;; d12 1-4 Stuck, 5-8 Stuck + Dazed, 9+ Stunned + Pushed 2 in a random direction, Unavoidable, +2 vs Flying
Tornado gets X Category Counters when it is revealed. During the Upkeep Phase, each Creature in the Arena within a number of Zones equal to the Category Counters on Tornado is Pushed 1 Zone closer to Tornado. Tornado makes it's Attack at the end of each Upkeep Phase.
Alternatively, this could be tweaked so the zone range is instead a flat 2 zones away, and it can move like the rain cloud, 1 zone per turn for 1 mana.